js/game/buildings/logic_gate.js
import { enumDirection, Vector } from "../../core/vector";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { generateMatrixRotations } from "../../core/utils";
import { enumHubGoalRewards } from "../tutorial_goals";
export class MetaLogicGateBuilding extends MetaBuilding {
constructor() {
super("logic_gate");
}
/**
* @param {string} variant
*/
getSilhouetteColor(variant) {
return MetaLogicGateBuilding.silhouetteColors[variant]();
}
/**
* @param {string} variant
*/
getDimensions(variant) {
return MetaLogicGateBuilding.dimensions[variant]();
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return this.getAvailableVariants(root).length > 0;
}
/**
* @param {string} variant
*/
getIsRemovable(variant) {
return MetaLogicGateBuilding.isRemovable[variant]();
}
/**
* @param {string} variant
*/
getIsRotateable(variant) {
return MetaLogicGateBuilding.isRotateable[variant]();
}
/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
const variants = MetaLogicGateBuilding.avaibleVariants;
let available = [];
for (const variant in variants) {
if (variants[variant](root)) available.push(variant);
}
return available;
}
/**
* Returns the edit layer of the building
* @param {GameRoot} root
* @param {string} variant
* @returns {Layer}
*/
getLayer(root, variant) {
// @ts-ignore
return MetaLogicGateBuilding.layerByVariant[variant](root);
}
/**
* @param {string} variant
*/
getShowLayerPreview(variant) {
return MetaLogicGateBuilding.layerPreview[variant]();
}
/**
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
let matrices = MetaLogicGateBuilding.overlayMatrices[variant](entity, rotationVariant);
return matrices ? matrices[rotation] : null;
}
/**
* @param {string} variant
*/
getRenderPins(variant) {
return MetaLogicGateBuilding.renderPins[variant]();
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
MetaLogicGateBuilding.setupEntityComponents.forEach(func => func(entity));
}
/**
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
MetaLogicGateBuilding.componentVariations[variant](entity, rotationVariant);
}
}
MetaLogicGateBuilding.setupEntityComponents = [
entity =>
entity.addComponent(
new WiredPinsComponent({
slots: [],
})
),
entity => entity.addComponent(new LogicGateComponent({})),
];
MetaLogicGateBuilding.variants = {
not: "not",
xor: "xor",
or: "or",
};
MetaLogicGateBuilding.overlayMatrices = {
[defaultBuildingVariant]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[MetaLogicGateBuilding.variants.xor]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[MetaLogicGateBuilding.variants.or]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[MetaLogicGateBuilding.variants.not]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
};
MetaLogicGateBuilding.dimensions = {
[defaultBuildingVariant]: () => new Vector(1, 1),
[MetaLogicGateBuilding.variants.xor]: () => new Vector(1, 1),
[MetaLogicGateBuilding.variants.or]: () => new Vector(1, 1),
[MetaLogicGateBuilding.variants.not]: () => new Vector(1, 1),
};
MetaLogicGateBuilding.silhouetteColors = {
[defaultBuildingVariant]: () => "#f48d41",
[MetaLogicGateBuilding.variants.xor]: () => "#f4a241",
[MetaLogicGateBuilding.variants.or]: () => "#f4d041",
[MetaLogicGateBuilding.variants.not]: () => "#f44184",
};
MetaLogicGateBuilding.isRemovable = {
[defaultBuildingVariant]: () => true,
[MetaLogicGateBuilding.variants.xor]: () => true,
[MetaLogicGateBuilding.variants.or]: () => true,
[MetaLogicGateBuilding.variants.not]: () => true,
};
MetaLogicGateBuilding.isRotateable = {
[defaultBuildingVariant]: () => true,
[MetaLogicGateBuilding.variants.xor]: () => true,
[MetaLogicGateBuilding.variants.or]: () => true,
[MetaLogicGateBuilding.variants.not]: () => true,
};
MetaLogicGateBuilding.avaibleVariants = {
[defaultBuildingVariant]: root => root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_logic_gates),
[MetaLogicGateBuilding.variants.xor]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_logic_gates),
[MetaLogicGateBuilding.variants.or]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_logic_gates),
[MetaLogicGateBuilding.variants.not]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_logic_gates),
};
MetaLogicGateBuilding.layerByVariant = {
[defaultBuildingVariant]: root => "wires",
[MetaLogicGateBuilding.variants.xor]: root => "wires",
[MetaLogicGateBuilding.variants.or]: root => "wires",
[MetaLogicGateBuilding.variants.not]: root => "wires",
};
MetaLogicGateBuilding.renderPins = {
[defaultBuildingVariant]: () => false,
[MetaLogicGateBuilding.variants.xor]: () => false,
[MetaLogicGateBuilding.variants.or]: () => false,
[MetaLogicGateBuilding.variants.not]: () => false,
};
MetaLogicGateBuilding.layerPreview = {
[defaultBuildingVariant]: () => "wires",
[MetaLogicGateBuilding.variants.xor]: () => "wires",
[MetaLogicGateBuilding.variants.or]: () => "wires",
[MetaLogicGateBuilding.variants.not]: () => "wires",
};
MetaLogicGateBuilding.componentVariations = {
[defaultBuildingVariant]: (entity, rotationVariant) => {
entity.components.WiredPins.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.and;
},
[MetaLogicGateBuilding.variants.xor]: (entity, rotationVariant) => {
entity.components.WiredPins.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.xor;
},
[MetaLogicGateBuilding.variants.or]: (entity, rotationVariant) => {
entity.components.WiredPins.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.or;
},
[MetaLogicGateBuilding.variants.not]: (entity, rotationVariant) => {
entity.components.WiredPins.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.not;
},
};